While in the front row, he can use the strongest offensive ability in the game, Finale. His Solo allows him to dash into the front row and decreases accuracy of the enemies considerably - which in combination with his high level of dodge lets him avoid enemy attacks. Just like in the case of Grave Robber, Jester can be used as a support party, while deployed in the back rows of the party, or as a mobile havoc wreaker. Also, he can impose bleeding, using two abilities. This is the strongest ability in the game that heals stress of a single target (sometimes, it is difficult to rely on Hound Master's ability). You should remember about Inspiring Tune, Jester's another song, which heals the character's stress and decreases its amount that he receives, for the next several turns. Even a onetime, use of the ballad provides you with a considerable boost and allows your party make their moves before the enemy does - this means less damage taken and less stress for your characters. This effect can be stacked up to 3 times, which at higher levels provides a bonus of +15 to speed, +30 to accuracy and +9% do chance for a critical hit, which makes your characters, in practice, twice as effective in combat. Each use lets him play a melody that increases, speed, accuracy and chance of critical hit in the entire party. Jester has the strongest buff in the game - Battle Ballad. However, the source of his power can be found in his tunes. His durability limits him to the rare positions and even then he can't be used as a damage dealer. True master of relaxing melodies and slicing through the enemies' flesh.
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